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<div class="title">changes per version </div>  </div>
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<div class="textblock"><p>v1.709 (still open)</p>
<ul>
<li>Default light direction adjusted to match the perspective matrix correction of v1.708.</li>
<li>[BREAKING] Removed custom-made intToStr and floatToStr functions. Using std::to_string instead.</li>
<li>Added glTF support.</li>
<li>[BREAKING] Bounding boxes are now be generated automatically, instead of being loaded from a file.</li>
<li>[BREAKING] GetTokens is now just a private function of WavefrontFile. It cannot be used externally.</li>
<li>[BREAKING] Models are no longer loaded with filenames as parameters. The appropriate file parsing object has to be passed instead.</li>
<li>Scaling 3D models now also supported.</li>
</ul>
<p>v1.708 2020-12-25</p>
<ul>
<li>Elimination of compiler warnings and other code improvements.</li>
<li>Upgraded to the latest versions of glfw, glm and freetype.</li>
<li>Scripts now provided for preparing dependencies and building <a class="el" href="namespacesmall3d.html">small3d</a> on all supported platforms.</li>
<li>The README has been greatly shortened since a lot of the information that was there is now unnecessary. It can be found in the build scripts and it actually <em>runs</em> :)</li>
<li>My perspective matrix was (mistakenly) row-major all this time. After converting it to column-major, I decided to just use glm::perspective instead, since it is in effect the same thing and makes the code look simpler.</li>
</ul>
<p>v1.707 2020-12-01</p>
<ul>
<li>[BREAKING] Improved collision detection.</li>
<li>Merged OpenGL and Vulkan codebases. OpenGL can be optionally selected instead of Vulkan when configuring with CMake.</li>
<li>Improved dependency preparation scripts. <br  />
</li>
<li>Build scripts now provided for Android and iOS.</li>
</ul>
<p>v1.706 2020-05-21</p>
<ul>
<li>The slowdown on MacOS in full screen mode has now been corrected and full screen mode has been re-enabled on MacOS.</li>
<li>[BREAKING] Corrected coordinate system handedness (right handed implementation, emulating OpenGL).</li>
</ul>
<p>v1.705 2019-11-19</p>
<ul>
<li>Window resizing is now supported.</li>
</ul>
<p>v1.704 2019-11-06</p>
<ul>
<li>Corrections for Android and iOS</li>
</ul>
<p>v1.703 2019-11-02</p>
<ul>
<li>[BREAKING] Eliminated Renderer write function and all the renderRectangle functions as they were too resource hungry.</li>
<li>Modified Renderer generateTexture function to contain a confirmation flag for replacing an existing texture if it has the same name as the texture being generated.</li>
<li>Added some convenient render functions to Renderer, for rendering models without a given offset nor rotation (defaulting to 0).</li>
</ul>
<p>v1.702 2019-10-26</p>
<ul>
<li>Introduced noCache flag for rendered text, allowing for the enclosing texture to be replaced when a new texture is created.</li>
</ul>
<p>v1.701 2019-10-19</p>
<ul>
<li>Rationalised use of Vulkan synchronisation objects.</li>
</ul>
<p>v1.700 2019-10-10</p>
<ul>
<li>Migrated to Vulkan</li>
</ul>
<p>v1.697 2019-05-28</p>
<ul>
<li>README improvements</li>
</ul>
<p>v1.696 2019-05-26</p>
<ul>
<li>Upgraded glfw to released v3.3.</li>
<li>Added a clearBuffers function to Renderer that clears the buffers of an entire SceneObject, containing multiple Models.</li>
</ul>
<p>v1.695 2019-04-28</p>
<ul>
<li>Stopped using Google Test.</li>
<li>Improved dependency preparation scripts.</li>
</ul>
<p>v1.694 2019-04-19</p>
<ul>
<li>Reorganisation and improvement of shader logic.</li>
</ul>
<p>v1.693 2019-03-17</p>
<ul>
<li>Corrected google test related bug in VS Debug build.</li>
</ul>
<p>v1.692 2019-01-19</p>
<ul>
<li>Removed all secure CRT functions from Visual Studio build.</li>
</ul>
<p>v1.691 2018-12-11</p>
<ul>
<li>Model now has a default constructor.</li>
</ul>
<p>v1.69 2018-12-10</p>
<ul>
<li>Now using google test v1.8.1.</li>
</ul>
<p>v1.68 2018-12-09</p>
<ul>
<li>Lower case characters like p and q were not being rendered entirely. This has now been corrected.</li>
<li>Upgraded FreeType to v2.9.1.</li>
<li>Bug fixes.</li>
</ul>
<p>v1.67 2018-11-29</p>
<ul>
<li>Added a generateTexture function to the Renderer, which creates a texture with some given text rendered within it.</li>
</ul>
<p>v1.66 2018-11-16</p>
<ul>
<li>Corrected texture mapping issue that occured when rendering textured rectangles using the perspective shaders.</li>
</ul>
<p>v1.65 2018-10-20</p>
<ul>
<li>This project is now called the <a class="el" href="namespacesmall3d.html">small3d</a> framework, instead of the <a class="el" href="namespacesmall3d.html">small3d</a> game engine.</li>
<li>Documentation reorganisation.</li>
</ul>
<p>v1.64 2018-10-18</p>
<ul>
<li>Corrected blank window issue on Mojave (when not in full screen mode, nothing was being rendered until the game window was moved).</li>
</ul>
<p>v1.63 2018-10-08</p>
<ul>
<li>No more "window not responding" messages in Linux during unit tests.</li>
<li>On MacOS, the window used during unit testing is now visible.</li>
<li>Another GLFW update.</li>
</ul>
<p>v1.62 2018-09-27</p>
<ul>
<li>Improved documentation generation procedure.</li>
<li>Using the latest GLFW snapshot on MacOS.</li>
</ul>
<p>v1.60 2018-09-15</p>
<ul>
<li>OpenGL v2.1 support dropped. <a class="el" href="namespacesmall3d.html">small3d</a> now only supports OpenGL v3.3 Core Profile.</li>
</ul>
<p>v1.51 2018-06-06</p>
<ul>
<li>History reset. Changes that have taken place up to this point have now endured for so long that they are considered <a class="el" href="namespacesmall3d.html">small3d</a>'s initial state. </li>
</ul>
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